Unique Abilities

Each Race and Personality has a unique ability that reflects its core strengths and theme. These abilities are categorised as either Passive, Active (With duration), Active(Consumable Effect).

  • Passive: Always active, provide a consistent positive effect.
  • Active (Duration): Activated, Duration is a set amount of days, this works same as Self Spells.
  • Active (Consumable): Activated, works until EITHER used or the next day. Be careful using close to a days end!
  • Cooldown: Starts when activated and are exact.

War Doctrines

Each Race provides a unique War Doctrine bonus when your kingdom is at war. The strength of the bonus depends on how many provinces of that race are in your kingdom.

  • Base Effect: The starting bonus provided by having at least one province of this race.
  • Per Province: Additional bonus gained for each province of this race in your kingdom.
  • Maximum: The cap on the total bonus, regardless of how many provinces you have.

Example: If your kingdom has 5 Avian provinces and Avian's War Doctrine is "Attack Time" (Base: 1.5%, Per Province: 1.0%, Max: 5.0%), your kingdom would receive a 5.0% reduction in attack time during war (capped at maximum).

Races

Avian

Bonuses:

-15% Attack Travel Time

Fog Immunity

Penalties:

+10% Own casualties when attacking

+10% Own casualties when defending

Can't use Stables or War Horses

Military:

Off/Def Cost NW
Soldiers (2, 2)
Griffins (10, 0)
Harpies (0, 11)
Drakes (15, 6) 2,000gc 8.0
Mercenaries (7, 0)
Prisoners (8, 0)
War Horses (0, 0)
Thieves 500gc

Spell Book:

Bloodlust and Fanaticism

War Doctrine - Attack Time

Provides -2.0% Attack Time, decreasing by 3.5% per province of this race in your kingdom, up to -7.0%.

Unique - Indomitable Spirit

Warriors embody unshakable resolve and unmatched discipline, drawing upon their indomitable spirit to rally their forces. When invoked, this ability inspires their armies to fight with heightened efficiency, turning the tide of battle in their favor.


Active Effect

Once activated Warriors gain 5% Military Efficiency for 6 days.


Cooldown

23 Utopian Days

Duration

6 Utopian Days

Dark Elf

Bonuses:

+6 Runes Produced each acre of Guilds

+30% Wizards Per Acre (WPA)

+2% Extra Mana Per Tick

Penalties:

Can't Use Towers

Can't Use Watchtowers

Military:

Off/Def Cost NW
Soldiers (2, 2)
Night Rangers (10, 0)
Druids (0, 10)
Drows (8, 12) 2,000gc 8.25
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (4, 0)
Thieves 500gc

Spell Book:

Nightmare, Amnesia, Clear Sight, Meteor Showers and Righteous Defender

War Doctrine - Instant Spell Damage

Provides 3.0% Instant Spell Damage, increasing by 4.5% per province of this race in your kingdom, up to 10.0%.

Unique - Arcane Overflow

Arcane energy surges beyond control, warping the very fabric of magic. Each strike not only harms but erodes the foundation of enemy rituals, unraveling their potency with every spell cast.


Passive Effect

(In War) Every successful offensive spell also reduces enemy ritual effectiveness by 0.25%.

Dwarf

Bonuses:

-50% Building Raze Cost

+20% Building Efficiency

-50% Building Construction Cost

-50% Building Construction Time

Penalties:

+150% Food Consumption

Can't Accelerate Construction

Military:

Off/Def Cost NW
Soldiers (2, 2)
Warriors (10, 0)
Axemen (0, 10)
Berserkers (13, 7) 2,000gc 7.75
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (4, 0)
Thieves 500gc

Spell Book:

Fog, Mystic Aura and Vermin

War Doctrine - Specialist Credits

Provides 3.0% Specialist Credits, increasing by 4.5% per province of this race in your kingdom, up to 10.0%.

Unique - Earthshaker

Dwarves channel the raw power of the mountains in times of war, causing tremors beneath their enemies.


Active Effect

When activated, the next successful attack will raze all Forts and 5% of all other buildings on the target province.


Cooldown

23 Utopian Days

Duration

2 Utopian Days

Faery

Bonuses:

+15% Wizards Per Acre (WPA)

+15% Thievery Per Acre (TPA)

+1% Extra Mana Per Tick

+1% Extra Stealth Per Tick

Military:

Off/Def Cost NW
Soldiers (2, 2)
Magicians (10, 0)
Druids (0, 10)
Beastmasters (4, 12) 2,000gc 6.75
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (4, 0)
Thieves 500gc

Spell Book:

Greater Protection, Quick Feet, Righteous Defender, Righteous Aggressor, Illuminate Shadows and Heroes Inspiration

War Doctrine - Thievery and Magic Damage

Provides -3.0% Thievery and Magic Damage, decreasing by 4.5% per province of this race in your kingdom, up to -10.0%.

Unique - Black Magic

The Necromancer's offensive spells carry a virulent curse that extends far beyond their primary target. Dark energy seeps into the enemy province, causing necrotic fallout that withers the living. Peasants fall ill and perish as the shadow of death lingers over the land.


Passive Effect

Successful offensive instant spells also kill 1% of the target's peasant population.

Halfling

Bonuses:

+10% Max Population

+30% Thievery Per Acre (TPA)

+2% Extra Stealth Per Tick

Penalties:

-10% Birth Rate

Military:

Off/Def Cost NW
Soldiers (2, 2)
Strongarms (10, 0)
Slingers (0, 10)
Brutes (10, 10) 1,800gc 8.0
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (4, 0)
Thieves 500gc

Spell Book:

Quick Feet, Greater Protection and Invisibility

War Doctrine - Sabotage Damage

Provides 3.0% Sabotage Damage, increasing by 4.5% per province of this race in your kingdom, up to 10.0%.

Unique - Sneak Attack

Halflings are masters of subterfuge, executing precise and calculated operations with unmatched skill. When they launch a Sneak Attack, their innate cunning ensures their thieves evade capture.


Active Effect

All thievery operations incur zero thievery losses.


Cooldown

23 Utopian Days

Duration

2 Utopian Days

Human

Bonuses:

+25% Flat Rate Building Production

+10% Science Book Production

Military:

Off/Def Cost NW
Soldiers (2, 2)
Swordsmen (10, 0)
Archers (0, 10)
Knights (13, 7) 2,000gc 7.75
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (4, 0)
Thieves 500gc

Spell Book:

Fountain of Knowledge

War Doctrine - Book Generation

Provides 3.0% Book Generation, increasing by 4.5% per province of this race in your kingdom, up to 10.0%.

Unique - Strategic Reserve

Centuries of foresight and preparation pay off in war, as each victorious campaign yields not only territory, but knowledge. Battle-tested strategies are swiftly recorded, studied, and refined for future advantage.


Passive Effect

(In War) Each successful Traditional March against a province within 90–110% of your networth grants science equal to 3 days of passive gain. Max 40 days of science per war.

Orc

Bonuses:

+15% Battle Gains

+10% Enemy casualties when attacking

+10% Enemy casualties when defending

Penalties:

+30% Own casualties during ambush

Military:

Off/Def Cost NW
Soldiers (3, 3)
Goblins (10, 0)
Trolls (0, 10)
Ogres (16, 3) 2,000gc 7.0
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (4, 0)
Thieves 500gc

Spell Book:

Aggression and Bloodlust

War Doctrine - Enemy Military Casualties

Provides 3.0% Enemy Military Casualties, increasing by 4.5% per province of this race in your kingdom, up to 10.0%.

Unique - Pillage and Burn

Orcs wage war with brutal efficiency, their Traditional Marches designed to capture vast numbers of prisoners for enslavement, while their Massacre attacks target enemy spellcasters with particular savagery. Terror and plunder define the Orcish way of war.


Passive Effect

Traditional Marches capture +30% additional Prisoners. Massacre attacks are +15% more effective at killing Wizards.

Undead

Bonuses:

-100% Food Consumption

-20% Own casualties when attacking

-20% Own casualties when defending

Plague Immunity

Can Spread Plague

Convert Specialists into Elites on Attack

Penalties:

Can't Train Elites

Can't use Hospitals

Military:

Off/Def Cost NW
Soldiers (2, 2)
Skeletons (10, 0)
Zombies (0, 10)
Ghouls (17, 4) 10,000gc 8.0
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (4, 0)
Thieves 500gc

Spell Book:

Ghost Workers

War Doctrine - Enemy Battle Gains

Provides -3.0% Enemy Battle Gains, decreasing by 4.5% per province of this race in your kingdom, up to -10.0%.

Unique - Blood and Glory

For every warrior who falls, another rises in their place. Through battle, we find honor, and through sacrifice, we are reborn.


Passive Effect

35% of Military Casualties return as Soldiers on attack.

Personalities

Cleric

Bonuses:

-30% Own casualties when attacking

-30% Own casualties when defending

+20% Economy Science Books Produced

Convert Specialists into Elites on Attack

Elite gets +2 defensive strength

Elite gets +3 offensive strength

Plague Immunity

Can cast Support spells on Kingdom mates

Starting Bonuses:

+1000 Starting Soldiers

+1000 Starting Specialist training credits

Spell Book:

Salvation, Scientific Insight and Mist

Unique - First Aid

A moment of reprieve amidst the turmoil. With bandages bound, poisons purged, and curses lifted, the province finds new strength. What was broken is mended, what was tainted is cleansed.


Active Effect

Upon activation, removes all negative status in your province. This means Bribed Generals, Bribe Thieves, Cures Plague and removes duration Spells, Operations and Attack Effects.


Cooldown

23 Utopian Days

General

Bonuses:

-10% Attack Travel Time

+1 Army generals

+20% Military Science Books Produced

Elite gets +1 defensive strength

Elite gets +4 offensive strength

Convert Specialists into Elites on Attack

Starting Bonuses:

+1000 Starting Soldiers

+1000 Starting Specialist training credits

Spell Book:

Heroes Inspiration and Wrath

Unique - Generals Authority

When multiple experienced generals coordinate their efforts on the battlefield, their combined tactical brilliance transforms a victory into a massacre. The enemy military is outmaneuvered at every turn, suffering catastrophic casualties from the relentless, perfectly executed assault.


Passive Effect

When attacking with 2 or more generals, enemy military casualties are increased by +15%.

Merchant

Bonuses:

+15% Flat Rate Capacity and Building Production

+20% Economy Science Books Produced

Homes hold 15 population

Starting Bonuses:

+1000 Starting Soldiers

+1000 Starting Peasants

+1000 Starting Specialist training credits

Spell Book:

Tree of Gold

Unique - Civil Administration

Humans excel at organization and bureaucracy, running efficient prisoner work programs and maintaining well-regulated mercenary contracts. Their administrative prowess transforms captives into productive assets and ensures mercenary forces can be hired at favorable rates.


Passive Effect

Prisoners generate an additional 2.0 gold coins per tick. Mercenary costs are reduced by 25%.

Mystic

Bonuses:

+100% Land Effect - Guilds

+20% Wizards Per Acre (WPA)

+25% Science Effectiveness - Production

+2% Extra Mana Per Tick

Convert Specialists into Elites on Attack

Elite gets +5 defensive strength

Starting Bonuses:

+1000 Starting Wizards

Spell Book:

Meteor Showers, Chastity, Blizzard, Pitfalls and Fools Gold

Unique - Ethereal Mirage

Faeries possess an unparalleled connection to the ethereal plane allowing them to enhance Mystic Vortex with devastating precision. While others struggle to dispel enchantments, Faeries effortlessly strip all spells from their targets, leaving them vulnerable.


Active Effect

Until the end of activated day, successful casts of Mystic Vortex will remove all active spells from the target province.


Cooldown

23 Utopian Days

Duration

2 Utopian Days

Rogue

Bonuses:

+20% Science Effectiveness - Tools

+20% Thievery Per Acre (TPA)

+100% Thieves' Den Effectiveness

+2% Extra Stealth Per Tick

Access all Thievery Operations

Convert Specialists into Elites on Attack

Elite gets +4 defensive strength

Elite gets +2 offensive strength

Starting Bonuses:

+1000 Starting Thieves

Spell Book:

Invisibility and Ghost Workers

Unique - Shadow Persistence

Rogues thrive in chaos and overcrowding, using the press of bodies and confusion of overpopulated streets to their advantage. Where others see disorder, the Rogue sees opportunity—operating freely even when the province strains under the weight of too many souls.


Passive Effect

You may perform thievery operations even while overpopulated.

Warlord

Bonuses:

+25% Draft Rate

+15% Enemy casualties when attacking

+15% Enemy casualties when defending

+10% Offensive Military Efficiency (in war)

+15% Military Science Books Produced

Convert Specialists into Elites on Attack

Elite gets +5 offensive strength

Penalties:

Elite gets -1 defensive strength

Starting Bonuses:

+1000 Starting Soldiers

+1000 Starting Specialist training credits

Spell Book:

Bloodlust and Fanaticism

Unique - Roots of Ruin

War cuts beneath the surface. Tendrils of ruin—be they steel, stratagem, or sorcery—drive deep into enemy lands, leeching strength at its source. With each successful strike, the foundations of life falter and whole settlements wither.


Passive Effect

On successful attacks, destroys 0.5% of the target’s total population.


Here is the effects of all possible rituals.

AffluentIncome +15%, -20% Draft Cost and Draft Speed +20%
Barrier-25% Instant Spell damage and Thief Sabotage damage from enemies and +25% Defensive WPA/TPA
Benediction+20% BE, +50% pop growth, +10% Flat Rate Building Production
Expedient-30% Training Time (including Thieves), -30% Construction Time, & -30% Build costs & 20% faster wizard training
Expropriation+15% combat gains, +20% Honor gains, +20% credits
Fleetfoot-10% Attack time, -15% Offensive Military Casualties
Havoc+20% Offensive WPA, +20% Offensive TPA, +20% Spell Damage, +20% Sabotage Damage
OnslaughtIncreases Offensive Military Efficiency (OME) by 10%, Enemy Military Casualties when Attacking by 15%
Stalwart+10% Defensive Military Efficiency (DME) & -15% Defensive Military Casualties

Here are the effects of each Stance

NormalNone
Aggressive+10% Battle (Resource) Gains, -10% Attack Time, -50% Hostility Meter Generation from Attacks, +15% Military Wages, +10% Training Costs
Defensive+10% DME, -20% Build Time and Costs, -10% Enemy gains, +20% Attack time, -10% OME


Here are the effects of all possible dragons.

Amethyst-40% spell success chance, -40% thievery success chance, +25% losses on failed thievery and spell attempts
Celestite-60% birth rates, -40% hospital effectiveness, +50% build cost and build time
Emerald+25% military casualties in combat, -20% combat gains, -40% Building and Specialist Credits gained in combat
RubyReduces military effectiveness by 15%, Increase military wages by 30% and lose 30% of new draftees
Sapphire-30% lower magic (WPA) and thievery (TPA) effectiveness, +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt
Topaz-30% Building Efficiency, -25% Income, destroys 4% of buildings instantly and every 6 days thereafter

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